Dero SentryCreature 5
Source Pathfinder #215: To Blot Out the Sun
Perception +10 (darkvision)
Languages Aklo, Azlanti, Sakvroth
Skills Acrobatics +10, Athletics +12, Intimidation +10, Medicine +8, Stealth +10
Str +5, Dex +3, Con +4, Int +0, Wis -1, Cha +1
AC 21; Fort +15; Reflex +12; Will +8;
HP 75
Speed 20 feet
Immunities confused
Weaknesses Vulnerable To Sunlight 10
Greatclub
+15 (+10, +5) to hit (backswing, shove) 1d10+8 BludgeoningBola
+13 (+8, +3) to hit (nonlethal, ranged trip, thrown 20) 1d6+8 BludgeoningVulnerable to Sunlight
A dero sentry takes 10 untyped damage for every hour they're exposed to sunlight.
Dero Medicine
(healing, manipulate)Requirements The dero is wearing a cytillesh toolkit and has a hand free
Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for (2d8+10) healing Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.
Effect: Dero Medicine
Focused Blow
(flourish)The dero sentry winds up, readying themselves to take a massive swing with their weapon. If the next action the dero sentry takes is a melee Strike, they deal an additional 1d8 damage with that Strike.
Occult Innate Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Daze, Light, Read Aura
2nd Level: Darkness, Revealing Light
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DeroThis family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.